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<div class="header">
  <div class="summary">
<a href="#pub-methods">Public Member Functions</a> &#124;
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<div class="title">PxBatchQuery Class Reference<span class="mlabels"><span class="mlabel">abstract</span></span><div class="ingroups"><a class="el" href="group__scenequery.html">Scenequery</a></div></div>  </div>
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<p>Batched queries object. This is used to perform several queries at the same time.  
 <a href="classPxBatchQuery.html#details">More...</a></p>

<p><code>#include &lt;<a class="el" href="PxBatchQuery_8h_source.html">PxBatchQuery.h</a>&gt;</code></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a44d0c3cc22363a3b1cc9f42f64bc51eb"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBatchQuery.html#a44d0c3cc22363a3b1cc9f42f64bc51eb">execute</a> ()=0</td></tr>
<tr class="memdesc:a44d0c3cc22363a3b1cc9f42f64bc51eb"><td class="mdescLeft">&#160;</td><td class="mdescRight">Executes batched queries.  <a href="#a44d0c3cc22363a3b1cc9f42f64bc51eb">More...</a><br /></td></tr>
<tr class="separator:a44d0c3cc22363a3b1cc9f42f64bc51eb"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5c88db06732dd07d95fe006df755e094"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__scenequery.html#gab2564436bacfef3130eb9f0c9070656e">PxBatchQueryPreFilterShader</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBatchQuery.html#a5c88db06732dd07d95fe006df755e094">getPreFilterShader</a> () const =0</td></tr>
<tr class="memdesc:a5c88db06732dd07d95fe006df755e094"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets the prefilter shader in use for this scene query.  <a href="#a5c88db06732dd07d95fe006df755e094">More...</a><br /></td></tr>
<tr class="separator:a5c88db06732dd07d95fe006df755e094"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af12d7a7693f8f4101f51cb5582386a08"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__scenequery.html#ga8cbf76701572506b8120b8e54ac319c7">PxBatchQueryPostFilterShader</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBatchQuery.html#af12d7a7693f8f4101f51cb5582386a08">getPostFilterShader</a> () const =0</td></tr>
<tr class="memdesc:af12d7a7693f8f4101f51cb5582386a08"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets the postfilter shader in use for this scene query.  <a href="#af12d7a7693f8f4101f51cb5582386a08">More...</a><br /></td></tr>
<tr class="separator:af12d7a7693f8f4101f51cb5582386a08"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a279f956d9c09cb6d0b59ff5103982c37"><td class="memItemLeft" align="right" valign="top">virtual const void *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBatchQuery.html#a279f956d9c09cb6d0b59ff5103982c37">getFilterShaderData</a> () const =0</td></tr>
<tr class="memdesc:a279f956d9c09cb6d0b59ff5103982c37"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets the shared global filter data in use for this scene query.  <a href="#a279f956d9c09cb6d0b59ff5103982c37">More...</a><br /></td></tr>
<tr class="separator:a279f956d9c09cb6d0b59ff5103982c37"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7213f11f610f088b8d98a075c795d61a"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBatchQuery.html#a7213f11f610f088b8d98a075c795d61a">getFilterShaderDataSize</a> () const =0</td></tr>
<tr class="memdesc:a7213f11f610f088b8d98a075c795d61a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets the size of the shared global filter data (<a class="el" href="classPxSceneDesc.html#ad9ceb142127cc259aa2f5d322a1494e2" title="Shared global filter data which will get passed into the filter shader. ">PxSceneDesc.filterShaderData</a>)  <a href="#a7213f11f610f088b8d98a075c795d61a">More...</a><br /></td></tr>
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<tr class="memitem:aca7ccdab697074ae572c7d0baf9af3c2"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBatchQuery.html#aca7ccdab697074ae572c7d0baf9af3c2">setUserMemory</a> (const <a class="el" href="structPxBatchQueryMemory.html">PxBatchQueryMemory</a> &amp;)=0</td></tr>
<tr class="memdesc:aca7ccdab697074ae572c7d0baf9af3c2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets new user memory pointers.  <a href="#aca7ccdab697074ae572c7d0baf9af3c2">More...</a><br /></td></tr>
<tr class="separator:aca7ccdab697074ae572c7d0baf9af3c2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aedffcfa27e47ef04274bb8180b42e913"><td class="memItemLeft" align="right" valign="top">virtual const <a class="el" href="structPxBatchQueryMemory.html">PxBatchQueryMemory</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBatchQuery.html#aedffcfa27e47ef04274bb8180b42e913">getUserMemory</a> ()=0</td></tr>
<tr class="memdesc:aedffcfa27e47ef04274bb8180b42e913"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets the user memory pointers.  <a href="#aedffcfa27e47ef04274bb8180b42e913">More...</a><br /></td></tr>
<tr class="separator:aedffcfa27e47ef04274bb8180b42e913"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a623fdf0b33e7d51c1b5ca278d8f19a75"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBatchQuery.html#a623fdf0b33e7d51c1b5ca278d8f19a75">release</a> ()=0</td></tr>
<tr class="memdesc:a623fdf0b33e7d51c1b5ca278d8f19a75"><td class="mdescLeft">&#160;</td><td class="mdescRight">Releases <a class="el" href="classPxBatchQuery.html" title="Batched queries object. This is used to perform several queries at the same time. ...">PxBatchQuery</a> from <a class="el" href="classPxScene.html" title="A scene is a collection of bodies and constraints which can interact. ">PxScene</a>.  <a href="#a623fdf0b33e7d51c1b5ca278d8f19a75">More...</a><br /></td></tr>
<tr class="separator:a623fdf0b33e7d51c1b5ca278d8f19a75"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a39f64da3f122ff78cbaa1a5a83bc9840"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBatchQuery.html#a39f64da3f122ff78cbaa1a5a83bc9840">raycast</a> (const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;origin, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;unitDir, PxReal distance=<a class="el" href="group__foundation.html#ga7539e08056ea09ff1c341b866b7103f4">PX_MAX_F32</a>, PxU16 maxTouchHits=0, PxHitFlags hitFlags=<a class="el" href="structPxHitFlag.html#a44c173f6ddf0522ffbd8fa3c585e6b64afbdec54374d753fed4682d855aac7270">PxHitFlag::eDEFAULT</a>, const <a class="el" href="structPxQueryFilterData.html">PxQueryFilterData</a> &amp;filterData=<a class="el" href="structPxQueryFilterData.html">PxQueryFilterData</a>(), void *userData=NULL, const <a class="el" href="structPxQueryCache.html">PxQueryCache</a> *cache=NULL)=0</td></tr>
<tr class="memdesc:a39f64da3f122ff78cbaa1a5a83bc9840"><td class="mdescLeft">&#160;</td><td class="mdescRight">Performs a raycast against objects in the scene, returns results in <a class="el" href="structPxBatchQueryMemory.html#a194b1ad50e68760d9499e253151c7d31" title="The pointer to the user-allocated buffer for results of raycast queries in corresponding order of iss...">PxBatchQueryMemory::userRaycastResultBuffer</a> specified at <a class="el" href="classPxBatchQuery.html" title="Batched queries object. This is used to perform several queries at the same time. ...">PxBatchQuery</a> creation time or via <a class="el" href="classPxBatchQuery.html#aca7ccdab697074ae572c7d0baf9af3c2" title="Sets new user memory pointers. ">PxBatchQuery::setUserMemory</a> call.  <a href="#a39f64da3f122ff78cbaa1a5a83bc9840">More...</a><br /></td></tr>
<tr class="separator:a39f64da3f122ff78cbaa1a5a83bc9840"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2312bc0c82e54bbf46c16e203f9937e3"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBatchQuery.html#a2312bc0c82e54bbf46c16e203f9937e3">overlap</a> (const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;<a class="el" href="PxGeometryHelpers_8h.html#aa55209c75b105f03f459417b08801e69">geometry</a>, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;pose, PxU16 maxTouchHits=0, const <a class="el" href="structPxQueryFilterData.html">PxQueryFilterData</a> &amp;filterData=<a class="el" href="structPxQueryFilterData.html">PxQueryFilterData</a>(), void *userData=NULL, const <a class="el" href="structPxQueryCache.html">PxQueryCache</a> *cache=NULL)=0</td></tr>
<tr class="memdesc:a2312bc0c82e54bbf46c16e203f9937e3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Performs an overlap test of a given geometry against objects in the scene, returns results in <a class="el" href="structPxBatchQueryMemory.html#a7c54ac68c7049897accaa4520c418d1e" title="The pointer to the user-allocated buffer for results of overlap queries in corresponding order of iss...">PxBatchQueryMemory::userOverlapResultBuffer</a> specified at <a class="el" href="classPxBatchQuery.html" title="Batched queries object. This is used to perform several queries at the same time. ...">PxBatchQuery</a> creation time or via <a class="el" href="classPxBatchQuery.html#aca7ccdab697074ae572c7d0baf9af3c2" title="Sets new user memory pointers. ">PxBatchQuery::setUserMemory</a> call.  <a href="#a2312bc0c82e54bbf46c16e203f9937e3">More...</a><br /></td></tr>
<tr class="separator:a2312bc0c82e54bbf46c16e203f9937e3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:abf15206e4dcf2238db75f47565078b49"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBatchQuery.html#abf15206e4dcf2238db75f47565078b49">sweep</a> (const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;<a class="el" href="PxGeometryHelpers_8h.html#aa55209c75b105f03f459417b08801e69">geometry</a>, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;pose, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;unitDir, const PxReal distance, PxU16 maxTouchHits=0, PxHitFlags hitFlags=<a class="el" href="structPxHitFlag.html#a44c173f6ddf0522ffbd8fa3c585e6b64afbdec54374d753fed4682d855aac7270">PxHitFlag::eDEFAULT</a>, const <a class="el" href="structPxQueryFilterData.html">PxQueryFilterData</a> &amp;filterData=<a class="el" href="structPxQueryFilterData.html">PxQueryFilterData</a>(), void *userData=NULL, const <a class="el" href="structPxQueryCache.html">PxQueryCache</a> *cache=NULL, const PxReal inflation=0.f)=0</td></tr>
<tr class="memdesc:abf15206e4dcf2238db75f47565078b49"><td class="mdescLeft">&#160;</td><td class="mdescRight">Performs a sweep test against objects in the scene, returns results in <a class="el" href="structPxBatchQueryMemory.html#a21e15901b0b7e88fe8f59ea06dcff69e" title="The pointer to the user-allocated buffer for results of sweep queries in corresponding order of issue...">PxBatchQueryMemory::userSweepResultBuffer</a> specified at <a class="el" href="classPxBatchQuery.html" title="Batched queries object. This is used to perform several queries at the same time. ...">PxBatchQuery</a> creation time or via <a class="el" href="classPxBatchQuery.html#aca7ccdab697074ae572c7d0baf9af3c2" title="Sets new user memory pointers. ">PxBatchQuery::setUserMemory</a> call.  <a href="#abf15206e4dcf2238db75f47565078b49">More...</a><br /></td></tr>
<tr class="separator:abf15206e4dcf2238db75f47565078b49"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pro-methods"></a>
Protected Member Functions</h2></td></tr>
<tr class="memitem:a117dd25a3366f03dbb748a5afcf26117"><td class="memItemLeft" align="right" valign="top">virtual&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBatchQuery.html#a117dd25a3366f03dbb748a5afcf26117">~PxBatchQuery</a> ()</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Batched queries object. This is used to perform several queries at the same time. </p>
<dl class="deprecated"><dt><b><a class="el" href="deprecated.html#_deprecated000004">Deprecated:</a></b></dt><dd>The batched query feature has been deprecated in PhysX version 3.4</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html" title="A scene is a collection of bodies and constraints which can interact. ">PxScene</a>, <a class="el" href="classPxScene.html#a080866698f34876134941cf42949592b" title="Creates a BatchQuery object. ">PxScene.createBatchQuery</a> </dd></dl>
</div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
<a id="a117dd25a3366f03dbb748a5afcf26117"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a117dd25a3366f03dbb748a5afcf26117">&#9670;&nbsp;</a></span>~PxBatchQuery()</h2>

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          <td class="memname">virtual PxBatchQuery::~PxBatchQuery </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
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<h2 class="groupheader">Member Function Documentation</h2>
<a id="a44d0c3cc22363a3b1cc9f42f64bc51eb"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a44d0c3cc22363a3b1cc9f42f64bc51eb">&#9670;&nbsp;</a></span>execute()</h2>

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          <td class="memname">virtual void PxBatchQuery::execute </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
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<p>Executes batched queries. </p>

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<a id="a279f956d9c09cb6d0b59ff5103982c37"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a279f956d9c09cb6d0b59ff5103982c37">&#9670;&nbsp;</a></span>getFilterShaderData()</h2>

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          <td class="memname">virtual const void* PxBatchQuery::getFilterShaderData </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
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<p>Gets the shared global filter data in use for this scene query. </p>
<dl class="section return"><dt>Returns</dt><dd>Shared filter data for filter shader.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxBatchQuery.html#a7213f11f610f088b8d98a075c795d61a" title="Gets the size of the shared global filter data (PxSceneDesc.filterShaderData) ">getFilterShaderDataSize()</a> <a class="el" href="classPxBatchQueryDesc.html#a5f0ec12e1149c7960b9360c53615853c" title="Shared global filter data which will get passed into the filter shader. ">PxBatchQueryDesc.filterShaderData</a> <a class="el" href="group__scenequery.html#gab2564436bacfef3130eb9f0c9070656e" title="Batched query pre-filter shader. ">PxBatchQueryPreFilterShader</a>, <a class="el" href="group__scenequery.html#ga8cbf76701572506b8120b8e54ac319c7" title="Batched query post-filter shader. ">PxBatchQueryPostFilterShader</a> </dd></dl>

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<a id="a7213f11f610f088b8d98a075c795d61a"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a7213f11f610f088b8d98a075c795d61a">&#9670;&nbsp;</a></span>getFilterShaderDataSize()</h2>

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          <td class="memname">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxBatchQuery::getFilterShaderDataSize </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
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<p>Gets the size of the shared global filter data (<a class="el" href="classPxSceneDesc.html#ad9ceb142127cc259aa2f5d322a1494e2" title="Shared global filter data which will get passed into the filter shader. ">PxSceneDesc.filterShaderData</a>) </p>
<dl class="section return"><dt>Returns</dt><dd>Size of shared filter data [bytes].</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxBatchQuery.html#a279f956d9c09cb6d0b59ff5103982c37" title="Gets the shared global filter data in use for this scene query. ">getFilterShaderData()</a> <a class="el" href="classPxBatchQueryDesc.html#a35d9cb33ded71261de0c7695d75ecba9" title="Size (in bytes) of the shared global filter data filterShaderData. ">PxBatchQueryDesc.filterShaderDataSize</a> <a class="el" href="group__scenequery.html#gab2564436bacfef3130eb9f0c9070656e" title="Batched query pre-filter shader. ">PxBatchQueryPreFilterShader</a>, <a class="el" href="group__scenequery.html#ga8cbf76701572506b8120b8e54ac319c7" title="Batched query post-filter shader. ">PxBatchQueryPostFilterShader</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#af12d7a7693f8f4101f51cb5582386a08">&#9670;&nbsp;</a></span>getPostFilterShader()</h2>

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          <td>(</td>
          <td class="paramname"></td><td>)</td>
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<p>Gets the postfilter shader in use for this scene query. </p>
<dl class="section return"><dt>Returns</dt><dd>Postfilter shader.</dd></dl>
<dl class="section see"><dt>See also</dt><dd>PxBatchQueryDesc.preFilterShade <a class="el" href="group__scenequery.html#ga8cbf76701572506b8120b8e54ac319c7" title="Batched query post-filter shader. ">PxBatchQueryPostFilterShader</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a5c88db06732dd07d95fe006df755e094">&#9670;&nbsp;</a></span>getPreFilterShader()</h2>

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          <td class="memname">virtual <a class="el" href="group__scenequery.html#gab2564436bacfef3130eb9f0c9070656e">PxBatchQueryPreFilterShader</a> PxBatchQuery::getPreFilterShader </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
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<p>Gets the prefilter shader in use for this scene query. </p>
<dl class="section return"><dt>Returns</dt><dd>Prefilter shader.</dd></dl>
<dl class="section see"><dt>See also</dt><dd>PxBatchQueryDesc.preFilterShade <a class="el" href="group__scenequery.html#gab2564436bacfef3130eb9f0c9070656e" title="Batched query pre-filter shader. ">PxBatchQueryPreFilterShader</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#aedffcfa27e47ef04274bb8180b42e913">&#9670;&nbsp;</a></span>getUserMemory()</h2>

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<p>Gets the user memory pointers. </p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxBatchQueryDesc.html" title="Descriptor class for PxBatchQuery. ">PxBatchQueryDesc</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a2312bc0c82e54bbf46c16e203f9937e3">&#9670;&nbsp;</a></span>overlap()</h2>

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          <td class="memname">virtual void PxBatchQuery::overlap </td>
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          <td class="paramtype">const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;&#160;</td>
          <td class="paramname"><em>geometry</em>, </td>
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          <td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
          <td class="paramname"><em>pose</em>, </td>
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          <td class="paramtype">PxU16&#160;</td>
          <td class="paramname"><em>maxTouchHits</em> = <code>0</code>, </td>
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          <td class="paramtype">const <a class="el" href="structPxQueryFilterData.html">PxQueryFilterData</a> &amp;&#160;</td>
          <td class="paramname"><em>filterData</em> = <code><a class="el" href="structPxQueryFilterData.html">PxQueryFilterData</a>()</code>, </td>
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          <td class="paramname"><em>userData</em> = <code>NULL</code>, </td>
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          <td class="paramtype">const <a class="el" href="structPxQueryCache.html">PxQueryCache</a> *&#160;</td>
          <td class="paramname"><em>cache</em> = <code>NULL</code>&#160;</td>
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<p>Performs an overlap test of a given geometry against objects in the scene, returns results in <a class="el" href="structPxBatchQueryMemory.html#a7c54ac68c7049897accaa4520c418d1e" title="The pointer to the user-allocated buffer for results of overlap queries in corresponding order of iss...">PxBatchQueryMemory::userOverlapResultBuffer</a> specified at <a class="el" href="classPxBatchQuery.html" title="Batched queries object. This is used to perform several queries at the same time. ...">PxBatchQuery</a> creation time or via <a class="el" href="classPxBatchQuery.html#aca7ccdab697074ae572c7d0baf9af3c2" title="Sets new user memory pointers. ">PxBatchQuery::setUserMemory</a> call. </p>
<dl class="section note"><dt>Note</dt><dd>Filtering: returning eBLOCK from user filter for overlap queries will cause a warning (see <a class="el" href="structPxQueryHitType.html" title="Classification of scene query hits (intersections). ">PxQueryHitType</a>).</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramdir">[in]</td><td class="paramname">geometry</td><td>Geometry of object to check for overlap (supported types are: box, sphere, capsule, convex). </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">pose</td><td>Pose of the object. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">maxTouchHits</td><td>Maximum number of hits to record in the touch buffer for this query. Default=0 reports a single blocking hit. If maxTouchHits is set to 0 all hits are treated as blocking by default. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">filterData</td><td>Filtering data and simple logic. See <a class="el" href="structPxQueryFilterData.html" title="Scene query filtering data. ">PxQueryFilterData</a> <a class="el" href="group__scenequery.html#gab2564436bacfef3130eb9f0c9070656e" title="Batched query pre-filter shader. ">PxBatchQueryPreFilterShader</a>, <a class="el" href="group__scenequery.html#ga8cbf76701572506b8120b8e54ac319c7" title="Batched query post-filter shader. ">PxBatchQueryPostFilterShader</a> </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">userData</td><td>User can pass any value in this argument, usually to identify this particular query </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">cache</td><td>Cached hit shape (optional). Query is tested against cached shape first. If no hit is found the ray gets queried against the scene. Note: Filtering is not executed for a cached shape if supplied; instead, if a hit is found, it is assumed to be a blocking hit. Note: Using past touching hits as cache will produce incorrect behavior since the cached hit will always be treated as blocking.</td></tr>
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<dl class="section note"><dt>Note</dt><dd>eBLOCK should not be returned from user filters for <a class="el" href="classPxBatchQuery.html#a2312bc0c82e54bbf46c16e203f9937e3" title="Performs an overlap test of a given geometry against objects in the scene, returns results in PxBatch...">overlap()</a>. Doing so will result in undefined behavior, and a warning will be issued. </dd>
<dd>
If the <a class="el" href="structPxQueryFlag.html#a2124ff0cff0a021e01e6880a1bba431fa98467f45e717fa0f52652f52b0ff9798">PxQueryFlag::eNO_BLOCK</a> flag is set, the eBLOCK will instead be automatically converted to an eTOUCH and the warning suppressed. </dd>
<dd>
This query call writes to a list associated with the query object and is NOT thread safe (for performance reasons there is no lock and overlapping writes from different threads may result in undefined behavior).</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="structPxQueryFilterData.html" title="Scene query filtering data. ">PxQueryFilterData</a> <a class="el" href="group__scenequery.html#gab2564436bacfef3130eb9f0c9070656e" title="Batched query pre-filter shader. ">PxBatchQueryPreFilterShader</a> <a class="el" href="group__scenequery.html#ga8cbf76701572506b8120b8e54ac319c7" title="Batched query post-filter shader. ">PxBatchQueryPostFilterShader</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a39f64da3f122ff78cbaa1a5a83bc9840">&#9670;&nbsp;</a></span>raycast()</h2>

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          <td class="memname">virtual void PxBatchQuery::raycast </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
          <td class="paramname"><em>origin</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
          <td class="paramname"><em>unitDir</em>, </td>
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          <td class="paramtype">PxReal&#160;</td>
          <td class="paramname"><em>distance</em> = <code><a class="el" href="group__foundation.html#ga7539e08056ea09ff1c341b866b7103f4">PX_MAX_F32</a></code>, </td>
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          <td class="paramname"><em>maxTouchHits</em> = <code>0</code>, </td>
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          <td></td>
          <td class="paramtype">PxHitFlags&#160;</td>
          <td class="paramname"><em>hitFlags</em> = <code><a class="el" href="structPxHitFlag.html#a44c173f6ddf0522ffbd8fa3c585e6b64afbdec54374d753fed4682d855aac7270">PxHitFlag::eDEFAULT</a></code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="structPxQueryFilterData.html">PxQueryFilterData</a> &amp;&#160;</td>
          <td class="paramname"><em>filterData</em> = <code><a class="el" href="structPxQueryFilterData.html">PxQueryFilterData</a>()</code>, </td>
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          <td class="paramtype">void *&#160;</td>
          <td class="paramname"><em>userData</em> = <code>NULL</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="structPxQueryCache.html">PxQueryCache</a> *&#160;</td>
          <td class="paramname"><em>cache</em> = <code>NULL</code>&#160;</td>
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          <td>)</td>
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<p>Performs a raycast against objects in the scene, returns results in <a class="el" href="structPxBatchQueryMemory.html#a194b1ad50e68760d9499e253151c7d31" title="The pointer to the user-allocated buffer for results of raycast queries in corresponding order of iss...">PxBatchQueryMemory::userRaycastResultBuffer</a> specified at <a class="el" href="classPxBatchQuery.html" title="Batched queries object. This is used to perform several queries at the same time. ...">PxBatchQuery</a> creation time or via <a class="el" href="classPxBatchQuery.html#aca7ccdab697074ae572c7d0baf9af3c2" title="Sets new user memory pointers. ">PxBatchQuery::setUserMemory</a> call. </p>
<dl class="section note"><dt>Note</dt><dd>Touching hits are not ordered. </dd>
<dd>
Shooting a ray from within an object leads to different results depending on the shape type. Please check the details in article SceneQuery. User can ignore such objects by using one of the provided filter mechanisms.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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    <tr><td class="paramdir">[in]</td><td class="paramname">origin</td><td>Origin of the ray. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">unitDir</td><td>Normalized direction of the ray. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">distance</td><td>Length of the ray. Needs to be larger than 0. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">maxTouchHits</td><td>Maximum number of hits to record in the touch buffer for this query. Default=0 reports a single blocking hit. If maxTouchHits is set to 0 all hits are treated as blocking by default. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">hitFlags</td><td>Specifies which properties per hit should be computed and returned in hit array and blocking hit. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">filterData</td><td>Filtering data passed to the filter shader. See <a class="el" href="structPxQueryFilterData.html" title="Scene query filtering data. ">PxQueryFilterData</a> <a class="el" href="group__scenequery.html#gab2564436bacfef3130eb9f0c9070656e" title="Batched query pre-filter shader. ">PxBatchQueryPreFilterShader</a>, <a class="el" href="group__scenequery.html#ga8cbf76701572506b8120b8e54ac319c7" title="Batched query post-filter shader. ">PxBatchQueryPostFilterShader</a> </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">userData</td><td>User can pass any value in this argument, usually to identify this particular query </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">cache</td><td>Cached hit shape (optional). Query is tested against cached shape first. If no hit is found the ray gets queried against the scene. Note: Filtering is not executed for a cached shape if supplied; instead, if a hit is found, it is assumed to be a blocking hit. Note: Using past touching hits as cache will produce incorrect behavior since the cached hit will always be treated as blocking.</td></tr>
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<dl class="section note"><dt>Note</dt><dd>This query call writes to a list associated with the query object and is NOT thread safe (for performance reasons there is no lock and overlapping writes from different threads may result in undefined behavior).</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="structPxQueryFilterData.html" title="Scene query filtering data. ">PxQueryFilterData</a> <a class="el" href="group__scenequery.html#gab2564436bacfef3130eb9f0c9070656e" title="Batched query pre-filter shader. ">PxBatchQueryPreFilterShader</a> <a class="el" href="group__scenequery.html#ga8cbf76701572506b8120b8e54ac319c7" title="Batched query post-filter shader. ">PxBatchQueryPostFilterShader</a> <a class="el" href="structPxRaycastHit.html" title="Stores results of raycast queries. ">PxRaycastHit</a> <a class="el" href="classPxScene.html#a7d7dcd877cee092f8b57c67d79982b50" title="Performs a raycast against objects in the scene, returns results in a PxRaycastBuffer object or via a...">PxScene::raycast</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a623fdf0b33e7d51c1b5ca278d8f19a75">&#9670;&nbsp;</a></span>release()</h2>

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<p>Releases <a class="el" href="classPxBatchQuery.html" title="Batched queries object. This is used to perform several queries at the same time. ...">PxBatchQuery</a> from <a class="el" href="classPxScene.html" title="A scene is a collection of bodies and constraints which can interact. ">PxScene</a>. </p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html" title="A scene is a collection of bodies and constraints which can interact. ">PxScene</a>, <a class="el" href="classPxScene.html#a080866698f34876134941cf42949592b" title="Creates a BatchQuery object. ">PxScene.createBatchQuery</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#aca7ccdab697074ae572c7d0baf9af3c2">&#9670;&nbsp;</a></span>setUserMemory()</h2>

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          <td class="memname">virtual void PxBatchQuery::setUserMemory </td>
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          <td class="paramtype">const <a class="el" href="structPxBatchQueryMemory.html">PxBatchQueryMemory</a> &amp;&#160;</td>
          <td class="paramname"></td><td>)</td>
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<p>Sets new user memory pointers. </p>
<p>It is not possible to change the memory during query execute.</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxBatchQueryDesc.html" title="Descriptor class for PxBatchQuery. ">PxBatchQueryDesc</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#abf15206e4dcf2238db75f47565078b49">&#9670;&nbsp;</a></span>sweep()</h2>

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          <td class="paramname"><em>geometry</em>, </td>
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          <td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
          <td class="paramname"><em>pose</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
          <td class="paramname"><em>unitDir</em>, </td>
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          <td class="paramtype">const PxReal&#160;</td>
          <td class="paramname"><em>distance</em>, </td>
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          <td></td>
          <td class="paramtype">PxU16&#160;</td>
          <td class="paramname"><em>maxTouchHits</em> = <code>0</code>, </td>
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          <td class="paramtype">PxHitFlags&#160;</td>
          <td class="paramname"><em>hitFlags</em> = <code><a class="el" href="structPxHitFlag.html#a44c173f6ddf0522ffbd8fa3c585e6b64afbdec54374d753fed4682d855aac7270">PxHitFlag::eDEFAULT</a></code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="structPxQueryFilterData.html">PxQueryFilterData</a> &amp;&#160;</td>
          <td class="paramname"><em>filterData</em> = <code><a class="el" href="structPxQueryFilterData.html">PxQueryFilterData</a>()</code>, </td>
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          <td></td>
          <td class="paramtype">void *&#160;</td>
          <td class="paramname"><em>userData</em> = <code>NULL</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="structPxQueryCache.html">PxQueryCache</a> *&#160;</td>
          <td class="paramname"><em>cache</em> = <code>NULL</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const PxReal&#160;</td>
          <td class="paramname"><em>inflation</em> = <code>0.f</code>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">pure virtual</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Performs a sweep test against objects in the scene, returns results in <a class="el" href="structPxBatchQueryMemory.html#a21e15901b0b7e88fe8f59ea06dcff69e" title="The pointer to the user-allocated buffer for results of sweep queries in corresponding order of issue...">PxBatchQueryMemory::userSweepResultBuffer</a> specified at <a class="el" href="classPxBatchQuery.html" title="Batched queries object. This is used to perform several queries at the same time. ...">PxBatchQuery</a> creation time or via <a class="el" href="classPxBatchQuery.html#aca7ccdab697074ae572c7d0baf9af3c2" title="Sets new user memory pointers. ">PxBatchQuery::setUserMemory</a> call. </p>
<dl class="section note"><dt>Note</dt><dd>Touching hits are not ordered. </dd>
<dd>
If a shape from the scene is already overlapping with the query shape in its starting position, the hit is returned unless eASSUME_NO_INITIAL_OVERLAP was specified.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramdir">[in]</td><td class="paramname">geometry</td><td>Geometry of object to sweep (supported types are: box, sphere, capsule, convex). </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">pose</td><td>Pose of the sweep object. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">unitDir</td><td>Normalized direction of the sweep. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">distance</td><td>Sweep distance. Needs to be larger than 0. Will be clamped to PX_MAX_SWEEP_DISTANCE. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">maxTouchHits</td><td>Maximum number of hits to record in the touch buffer for this query. Default=0 reports a single blocking hit. If maxTouchHits is set to 0 all hits are treated as blocking by default. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">hitFlags</td><td>Specifies which properties per hit should be computed and returned in hit array and blocking hit. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">filterData</td><td>Filtering data and simple logic. See <a class="el" href="structPxQueryFilterData.html" title="Scene query filtering data. ">PxQueryFilterData</a> <a class="el" href="group__scenequery.html#gab2564436bacfef3130eb9f0c9070656e" title="Batched query pre-filter shader. ">PxBatchQueryPreFilterShader</a>, <a class="el" href="group__scenequery.html#ga8cbf76701572506b8120b8e54ac319c7" title="Batched query post-filter shader. ">PxBatchQueryPostFilterShader</a> </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">userData</td><td>User can pass any value in this argument, usually to identify this particular query </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">cache</td><td>Cached hit shape (optional). Query is tested against cached shape first. If no hit is found the ray gets queried against the scene. Note: Filtering is not executed for a cached shape if supplied; instead, if a hit is found, it is assumed to be a blocking hit. Note: Using past touching hits as cache will produce incorrect behavior since the cached hit will always be treated as blocking. </td></tr>
    <tr><td class="paramdir">[in]</td><td class="paramname">inflation</td><td>This parameter creates a skin around the swept geometry which increases its extents for sweeping. The sweep will register a hit as soon as the skin touches a shape, and will return the corresponding distance and normal. Note: ePRECISE_SWEEP doesn't support inflation. Therefore the sweep will be performed with zero inflation.</td></tr>
  </table>
  </dd>
</dl>
<dl class="section note"><dt>Note</dt><dd>This query call writes to a list associated with the query object and is NOT thread safe (for performance reasons there is no lock and overlapping writes from different threads may result in undefined behavior).</dd></dl>
<dl class="section see"><dt>See also</dt><dd>PxHitFlags <a class="el" href="structPxQueryFilterData.html" title="Scene query filtering data. ">PxQueryFilterData</a> <a class="el" href="group__scenequery.html#gab2564436bacfef3130eb9f0c9070656e" title="Batched query pre-filter shader. ">PxBatchQueryPreFilterShader</a> <a class="el" href="group__scenequery.html#ga8cbf76701572506b8120b8e54ac319c7" title="Batched query post-filter shader. ">PxBatchQueryPostFilterShader</a> <a class="el" href="structPxSweepHit.html" title="Stores results of sweep queries. ">PxSweepHit</a> </dd></dl>

</div>
</div>
<hr/>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="PxBatchQuery_8h_source.html">PxBatchQuery.h</a></li>
</ul>
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